Perhaps you mean Bump Height of the cloud layer. Or Bump Offset, I'm not sure what the difference is between those. I think if you have oceans, the cloud Bump Offset should match the ocean's depth, the Height being the elevation above sea level and the Bump Height the actual thickness of the clouds. I'm probably wrong though lol

Ja, that is what I had been assuming would manipulate the thickness (bumpHeight) of the clouds without actually affecting the area size (coverage) of the clouds. I tried several variations inside the actual brackets as well, still no luck.

I was looking through the code, and I noticed that some of the hills and montes were given variable features based on the rivers. Very neat!

This also reminded me of a post I saw on reddit, where this guy posted a pic of a portion of the Sahara that looked like lazy texturing, and found out these mounds of dune formations, were actually called Dune Stars. Would it be possible to do something similar with the SE dunes, and make them variable like the hills and montes are?

One idea might be to use dunesFraction as the controller, rather than the rivers like with the Montes?